mystazsea's Recent Forum Activity

  • I think you mean this

    https://www.scirra.com/tutorials/318/how-to-use-loader-layouts-to-make-custom-loading-screens

    most information you need is listed on that page

  • Maybe another way would be to create/spawn a 1pixel transparent sprite on mouse click ..then set the 1pixel sprites position to the clicked object.X,Y origin within the same event..

    -->

    Then 'find path' to the 1pixel sprite.x,y

    and destroy the 1pixel sprite after pathfinder arrives at destination

    that might work a little better

    also If you needed to find paths to moving objects then you would just add a pin behavior to the 1pixel sprite which is pinned to object at initial mouse click

  • The Destination Object X,Y position is based on its Origin image point..not its border or collision box

    it would suggest that its the size of the pathfinding cell but if you are saying you entered a size of 0 then it must be something else

    An objects position is just a destination..its no different that just stating a position....both object position and screen positions are the same thing...based on image origin

    personally I would store Mouseclick.X, Y coordinates in a Global Variable and then update and send the pathfinder to those Coordinates..

    its more accurate

  • This question is too vague

    more information is required

    Yes we need to know how your game is setup..to answer it correctly

    you could also check position x,y values

  • I am pretty sure that the 'Particle' Object doesnt support those functions.....

    The only options it has listed under Particle lifetime properties are

    Acceleration

    Change in particle speed over time, in pixels per second per second. A positive value will make particles speed up, and a negative value will make them slow down.

    Gravity

    The acceleration downwards caused by gravity, in pixels per second per second. Useful for making fountain or other falling particle effects. Set to 0 to prevent gravity having any effect on particle movement.

    Angle randomiser

    Maximum random change to each particle's angle during its lifetime, in degrees per second. For example, set to 0 to prevent particles ever changing direction, or set to 10 to allow particles to change up to 5 degrees left or right per second.

    Speed randomiser

    Maximum random change to each particle's speed during its lifetime, in pixels per second per second. For example, set to 0 to prevent the speed changing randomly, or set to 100 to allow particles to speed up or slow down by 50 pixels per second per second.

    Opacity randomiser

    Maximum random change to each particle's opacity during its lifetime. Useful for creating "twinkling" effects.

    Destroy mode

    How each particle is destroyed. There are three modes available:

    Fade to invisible will fade each particle's opacity to zero over the Timeout. When the particle becomes invisible, it is destroyed.

    Timeout expired simply destroys each particle after the Timeout has expired, without altering the opacity.

    Particle stopped destroys each particle when its speed reaches zero. You must take care to use a negative Acceleration, or particles will never be destroyed!

    Timeout

    The time in seconds particles last for before being destroyed, depending on the Destroy mode.

    As you can see..there is no rotation property..

    I've tested it before myself...but it didn't seem to work

    Its interesting to note that The particle object is only fractionally more efficient than creating your own custom Particle objects and assigning your own behaviors to them..

    For simple effects sometimes its worth making your own custom 'Event' driven Particles..

    such as

    create a sprite object with all the behaviors you want ..including a rotation,fade out and/or destroy timer

    then setup some basic events to spawn the objects when needed

    PLayer is moving

    Player is on ground-->

    spawn Dust.object(number) at player.position

  • Yes good point Oosyrag..I forgot that one

  • A few points to note

    -The reason why it appears to be faster when you aim at the ground is because its not directly fighting against the world gravity...

    -Friction only affects objects when they are touching another physics object

    -Elasticity only affects how high objects bounce when hitting the floor.

    -Physics Iterations property will affect behavior like bouncing

    you could also just add a timer that triggers after the first bounce...which then radically adjusts either

    -the physics density for each grenade

    -Linear damping -The rate the object slows down over time while moving ( would suggest this is better)

    and/or

    -turns off the physics after a certain amount of time or even better, triggers its "immovable" Property as long as you test for it being at rest on the Ground

    so it doesn't appear as a glitch

    also i assume the grenade is supposed to explode...Your video doesnt show this but normally a Grenade explodes either on contact or after a delay

    Shouldn't either of these actions cancel out the constant bouncing due to the fact of the grenade destroyed?

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  • You could try Grouping the PLay audio files Events in a Group and switch it off until the preload is complete

    Entire groups can also be enabled or disabled with the 'Set Group Active' system action, which is useful for situations like pausing the game.

    essentially...nothing else will happen until the Preloading is complete

    something like

    IS PRELOAD COMPLETE---->

    System->Set Group Active "Your Audio play event group"

  • There might be a way to do that..but I'm not sure...

    I guess you could make an event that determines how many variables each object has and then pushes the required number into the array as well as the data itself

    but it could be a complex Event to Program and maybe not worth the time to setup

    I'll look into it

  • Basically any function you can dream up

    Mostly its used for making Side scrolling platformer's or creating Depth in Topdown games...

    You can also use it to make menus or webpages more visually interesting etc

    Other than that it doesn't really have functions...its mainly an aesthetic design element but can be used in many other creative ways..

  • Yes you are right..you cant push an object..but you can push any of its attributes or Variables...

    I am pretty sure you can adjust the dimensions of am Array at anytime...Using the ' INSERT' action allows you to increase the size of an array at any dimension.

    Similarly you can "Delete" Values from the Array to decrease the size of a dimension

    Not sure if there is a better way than the way you mentioned...its fairly subjective...because the use of an array is dependent on the functions required by the data you wish to store...

    Personally I store object names on the X axis but its only a personal Preference...its not mandatory

    I am assuming you are only using a 2 dimensional array...

  • Yep you'll probably find it much easier to use once you understand how it works....it can handle hundreds of Enemies on the screen at once and will target them based on nearest distance or by first sighted

    its pretty neat and will save you so much time once you set it up

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mystazsea

Member since 14 May, 2012

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